#version 150 core

uniform sampler2D unit_input;
noperspective in vec2 tex_coord;
out vec4 rez_color;


void main()	{
	rez_color =	0.4*texture(unit_input, tex_coord) + 
		0.2 * textureOffset(unit_input, tex_coord, ivec2(-1,0)) + 
		0.2 * textureOffset(unit_input, tex_coord, ivec2(+1,0)) + 
		0.1 * textureOffset(unit_input, tex_coord, ivec2(-2,0)) + 
		0.1 * textureOffset(unit_input, tex_coord, ivec2(+2,0)) ;
}
